Harvest Easy Fix Idea!
Hello Developers,
I hope this will help. The problem is harvest crafting is too strong if not gated by rarity (this is what the devs said/what I understood). How about this then: Important when I say "Whatever the % chance for" I'm talking about before the changes because obviously they are all available/(will be available if you guys find my suggestion helpful) by using harvest crafting bench. 1- common crafts should cost lifefore only. 2- Whatever the % chance for non-common crafts was, it should be applied to the new currency Sacred Crystallized. Therefore, the cost of these crafts will be Sacred Crystallized + lifefore. 3- Whatever the % chance for rare crafts was, you guys should add a new currency to harvest in the game representing the same % of those rare crafts, And the cost will be (the new currency + lifeforce). 4- Whatever the % chance for extremely rare crafts was, add another new harvest currency representing the same % of those extremely rare crafts, and the cost will be (the 2nd new currency + lifefore). 5- Obviously all harvest currencies are limited to drop from harvest only. And there you go it's gated by rarity and expensive prices since some of the currencies will be extremely rare and rare to find and every harvest crafting enthusiast will be after them, meaning it will be hard to craft mirror gear. Last edited by Eilatra#7209 on Sep 6, 2022, 11:00:39 PM Last bumped on Sep 13, 2022, 4:14:42 AM
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+1 anything to improve it, I very much value beastcrafting for some things and i'd love to come to think of harvest as an essential for some builds it might support.
Innocence forgives you
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Let's hope more people will +1 this to make sure devs will read it. because I really believe it's a good solution.
Last edited by Eilatra#7209 on Sep 4, 2022, 5:57:42 PM
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Well I do not think that we need more currency, just 2 changes:
a) Costs of crafts b) Amount of items dropped. Last league it took more time in harvest and I had to be prepared, but I used 30 - 35 crafts per harvest. Some of them were low tier crafts some of them high tier crafts. Let's say changes ressistance from XXX to YYY (fx. Fire => Cold) is mid tier craft. I do not have much time for game, but yesterday I had free day so I run 10 maps ... in 3 of them I get aroun 200 life forces. So it means I have to do around 7 runs to do 1 mid tier chraft and before I could do around 30. This is insane nerfe for harvest. //In USA are probably some lawyers preparing case for raping the harvest (joke) Also scaling of drop feels like that there is only scaling for white/yellow/red tier maps and when you are in Red map you can have white map drop. I think just give us 5x more lifeforce, change some costs and fix scaling. T16 full quality, rare map with full Harvest atlas tree nodes which gives 200 Lifeforce is joke ... not even funny one Last edited by Ymho#2295 on Sep 8, 2022, 8:46:30 AM
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Let's just get Harvest out of the game already, and not kick his corpse. OK?
PoE is practically a singleplayer game and you still worry about someone playing better than you and getting better gear for it? And what will happen to your face when you personally need the craft that you so kindly offered to nerf? my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
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Yay, three more currencies, and your proposed solution does not solve the problem you supposedly address. They tried making Eternal Orbs more and more rare for years, before finally realizing that in a game like this with an economy like this, that produces extremely rich and very poor players by design, this isn't possible. Then they removed Eternal Orbs.
Honestly, you need to make a decision - do you want deterministic crafting of very top-end items to be a thing or not? If it shall be a thing, then it should be attainable for a relatively large portion of the player base (a.k.a. Harvest 3.11 / 3.13). That works. If not, then you need to remove certain crafts, or make them account-bound and not tradeable (also not through TFT). Honestly, I think the current situation is - from a game design standpoint - better than the situation from 3.14 to 3.18. Of course, it is worse for the top-end players. I assume the situation would be fine if general availability of crafting currency (or currency in general) would be much better. Remove Horticrafting station storage limit.
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I think we've had enough attempts at balancing it to conclude that what players want for harvest and what GGG wants in the game will never find a happy medium.
It should be removed entirely, and the worthwhile crafts should find homes in new systems or in reworking and adding them to old ones. |
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" This, basically. Harvest was a test run for crafting that was hugely more deterministic than the previously allowed baseline of Bench+Beasts+Essences+Fossils. From the players' point of view, it was cool, but sorta overturned and clunky, so the next thing would be to tune it down, but not too much, and then focus on QoL. From the devs' point of view, it seems to be waaay too big of a step outside the vision. So the next thing would be to gut it. But once it is just 5% of its former self, the question "why is it even exists" obviously arises. Look, I will be sad to see Harvest go. But I am sadder seeing its current state and knowing that devs will spend time on it instead of doing better things for the game. GGG management, you should make a decision. Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way. Last edited by Sarganis87#5959 on Sep 8, 2022, 2:47:39 PM
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Nah, do not let Harvest die, make it great again :-D
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Harvest feels ok right now, its only rough day 1-2 of the league when you're making your push into red maps. I'm pretty sure they have since buffed the drops from white/yellow maps. As well as the drops with no investment. If you're doing 200%+ quant maps with harvest you will get 1k-1.5k lifeforce and thats plenty imo.
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